Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
1 <!-- Any copyright is dedicated to the Public Domain.
2 http://creativecommons.org/publicdomain/zero/1.0/ -->
3 <!doctype html>
5 <html>
6 <head>
7 <meta charset="utf-8"/>
8 <title>WebGL editor test page</title>
10 <script id="shader-vs" type="x-shader/x-vertex">
11 precision lowp float;
12 attribute vec3 aVertexPosition;
14 void main(void) {
15 gl_Position = vec4(aVertexPosition, 1);
16 }
17 </script>
19 <script id="shader-fs" type="x-shader/x-fragment">
20 precision lowp float;
21 uniform vec3 uColor;
23 void main(void) {
24 gl_FragColor = vec4(uColor, 1);
25 }
26 </script>
27 </head>
29 <body>
30 <canvas id="canvas1" width="128" height="128"></canvas>
31 <canvas id="canvas2" width="128" height="128"></canvas>
33 <script type="text/javascript;version=1.8">
34 "use strict";
36 let canvas = [], gl = [];
37 let program = [];
38 let squareVerticesPositionBuffer = [];
39 let vertexPositionAttribute = [];
40 let colorUniform = [];
42 window.onload = function() {
43 for (let i = 0; i < 2; i++) {
44 canvas[i] = document.querySelector("#canvas" + (i + 1));
45 gl[i] = canvas[i].getContext("webgl", { preserveDrawingBuffer: true });
46 gl[i].clearColor(0.0, 0.0, 0.0, 1.0);
48 initProgram(i);
49 initBuffers(i);
50 drawScene(i);
51 }
52 }
54 function initProgram(i) {
55 let vertexShader = getShader(gl[i], "shader-vs");
56 let fragmentShader = getShader(gl[i], "shader-fs");
58 program[i] = gl[i].createProgram();
59 gl[i].attachShader(program[i], vertexShader);
60 gl[i].attachShader(program[i], fragmentShader);
61 gl[i].linkProgram(program[i]);
63 vertexPositionAttribute[i] = gl[i].getAttribLocation(program[i], "aVertexPosition");
64 gl[i].enableVertexAttribArray(vertexPositionAttribute[i]);
66 colorUniform[i] = gl[i].getUniformLocation(program[i], "uColor");
67 }
69 function getShader(gl, id) {
70 let script = document.getElementById(id);
71 let source = script.textContent;
72 let shader;
74 if (script.type == "x-shader/x-fragment") {
75 shader = gl.createShader(gl.FRAGMENT_SHADER);
76 } else if (script.type == "x-shader/x-vertex") {
77 shader = gl.createShader(gl.VERTEX_SHADER);
78 }
80 gl.shaderSource(shader, source);
81 gl.compileShader(shader);
83 return shader;
84 }
86 function initBuffers(i) {
87 squareVerticesPositionBuffer[i] = gl[i].createBuffer();
88 gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
89 gl[i].bufferData(gl[i].ARRAY_BUFFER, new Float32Array([
90 1.0, 1.0, 0.0,
91 -1.0, 1.0, 0.0,
92 1.0, -1.0, 0.0,
93 -1.0, -1.0, 0.0
94 ]), gl[i].STATIC_DRAW);
95 }
97 function drawScene(i) {
98 gl[i].clear(gl[i].COLOR_BUFFER_BIT);
100 gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
101 gl[i].vertexAttribPointer(vertexPositionAttribute[i], 3, gl[i].FLOAT, false, 0, 0);
103 gl[i].useProgram(program[i]);
104 gl[i].uniform3fv(colorUniform[i], i == 0 ? [1, 1, 0] : [0, 1, 1]);
105 gl[i].drawArrays(gl[i].TRIANGLE_STRIP, 0, 4);
107 window.requestAnimationFrame(() => drawScene(i));
108 }
109 </script>
110 </body>
112 </html>